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Update models_point_rendering.c

Ray 11 mesiacov pred
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414133dbe7
1 zmenil súbory, kde vykonal 59 pridanie a 48 odobranie
  1. 59 48
      examples/models/models_point_rendering.c

+ 59 - 48
examples/models/models_point_rendering.c

@@ -14,13 +14,15 @@
 ********************************************************************************************/
 
 #include "raylib.h"
-#include <stdlib.h>         // Required for: rand()
-#include <math.h>           // Required for: cos(), sin()
 
-#define MAX_POINTS 10000000 // 10 million
-#define MIN_POINTS 1000     // 1 thousand
+#include <stdlib.h>             // Required for: rand()
+#include <math.h>               // Required for: cos(), sin()
 
-static float RandFloat();
+#define MAX_POINTS 10000000     // 10 million
+#define MIN_POINTS 1000         // 1 thousand
+
+// Generate mesh using points
+Mesh GenMeshPoints(int numPoints);
 
 //------------------------------------------------------------------------------------
 // Program main entry point
@@ -31,23 +33,26 @@ int main()
     //--------------------------------------------------------------------------------------
     const int screenWidth = 800;
     const int screenHeight = 450;
+    
     InitWindow(screenWidth, screenHeight, "raylib [models] example - point rendering");
-    SetTargetFPS(60);
 
     Camera camera = {
-        .position   = {3.0f, 3.0f, 3.0f},
-        .target     = {0.0f, 0.0f, 0.0f},
-        .up         = {0.0f, 1.0f, 0.0f},
+        .position   = { 3.0f, 3.0f, 3.0f },
+        .target     = { 0.0f, 0.0f, 0.0f },
+        .up         = { 0.0f, 1.0f, 0.0f },
         .fovy       = 45.0f,
-        .projection = CAMERA_PERSPECTIVE,
+        .projection = CAMERA_PERSPECTIVE
     };
 
-    Vector3 position = {0.0f, 0.0f, 0.0f};
+    Vector3 position = { 0.0f, 0.0f, 0.0f };
     bool useDrawModelPoints = true;
     bool numPointsChanged = false;
     int numPoints = 1000;
-    Mesh mesh = GenPoints(numPoints);
+    
+    Mesh mesh = GenMeshPoints(numPoints);
     Model model = LoadModelFromMesh(mesh);
+    
+    //SetTargetFPS(60);
     //--------------------------------------------------------------------------------------
 
     // Main game loop
@@ -60,30 +65,30 @@ int main()
         if (IsKeyPressed(KEY_SPACE)) useDrawModelPoints = !useDrawModelPoints;
         if (IsKeyPressed(KEY_UP))
         {
-            numPoints = (numPoints * 10 > MAX_POINTS) ? MAX_POINTS : numPoints * 10;
+            numPoints = (numPoints*10 > MAX_POINTS)? MAX_POINTS : numPoints*10;
             numPointsChanged = true;
-            TraceLog(LOG_INFO, "num points %d", numPoints);
         }
         if (IsKeyPressed(KEY_DOWN))
         {
-            numPoints = (numPoints / 10 < MIN_POINTS) ? MIN_POINTS : numPoints / 10;
+            numPoints = (numPoints/10 < MIN_POINTS)? MIN_POINTS : numPoints/10;
             numPointsChanged = true;
-            TraceLog(LOG_INFO, "num points %d", numPoints);
         }
 
-        // upload a different point cloud size
+        // Upload a different point cloud size
         if (numPointsChanged)
         {
             UnloadModel(model);
-            mesh = GenPoints(numPoints);
+            mesh = GenMeshPoints(numPoints);
             model = LoadModelFromMesh(mesh);
             numPointsChanged = false;
         }
+        //----------------------------------------------------------------------------------
 
         // Draw
         //----------------------------------------------------------------------------------
         BeginDrawing();
             ClearBackground(BLACK);
+
             BeginMode3D(camera);
 
                 // The new method only uploads the points once to the GPU
@@ -91,42 +96,43 @@ int main()
                 {
                     DrawModelPoints(model, position, 1.0f, WHITE);
                 }
-                // The old method must continually draw the "points" (lines)
                 else
                 {
+                    // The old method must continually draw the "points" (lines)
                     for (int i = 0; i < numPoints; i++)
                     {
                         Vector3 pos = {
-                            .x = mesh.vertices[i * 3 + 0],
-                            .y = mesh.vertices[i * 3 + 1],
-                            .z = mesh.vertices[i * 3 + 2],
+                            .x = mesh.vertices[i*3 + 0],
+                            .y = mesh.vertices[i*3 + 1],
+                            .z = mesh.vertices[i*3 + 2],
                         };
                         Color color = {
-                            .r = mesh.colors[i * 4 + 0],
-                            .g = mesh.colors[i * 4 + 1],
-                            .b = mesh.colors[i * 4 + 2],
-                            .a = mesh.colors[i * 4 + 3],
+                            .r = mesh.colors[i*4 + 0],
+                            .g = mesh.colors[i*4 + 1],
+                            .b = mesh.colors[i*4 + 2],
+                            .a = mesh.colors[i*4 + 3],
                         };
+                        
                         DrawPoint3D(pos, color);
                     }
                 }
 
                 // Draw a unit sphere for reference
                 DrawSphereWires(position, 1.0f, 10, 10, YELLOW);
+                
             EndMode3D();
 
-            // Text formatting
-            Color color = WHITE;
-            int fps = GetFPS();
-            if ((fps < 30) && (fps >= 15)) color = ORANGE;
-            else if (fps < 15) color = RED;
-            DrawText(TextFormat("%2i FPS", fps), 20, 20, 40, color);
+            // Draw UI text
             DrawText(TextFormat("Point Count: %d", numPoints), 20, screenHeight - 50, 40, WHITE);
             DrawText("Up - increase points", 20, 70, 20, WHITE);
             DrawText("Down - decrease points", 20, 100, 20, WHITE);
             DrawText("Space - drawing function", 20, 130, 20, WHITE);
-            if (useDrawModelPoints) DrawText("DrawModelPoints()", 20, 160, 20, GREEN);
-            else DrawText("DrawPoint3D()", 20, 160, 20, RED);
+            
+            if (useDrawModelPoints) DrawText("Using: DrawModelPoints()", 20, 160, 20, GREEN);
+            else DrawText("Using: DrawPoint3D()", 20, 160, 20, RED);
+            
+            DrawFPS(10, 10);
+            
         EndDrawing();
         //----------------------------------------------------------------------------------
     }
@@ -134,38 +140,43 @@ int main()
     // De-Initialization
     //--------------------------------------------------------------------------------------
     UnloadModel(model);
+
     CloseWindow();
     //--------------------------------------------------------------------------------------
     return 0;
 }
 
 // Generate a spherical point cloud
-Mesh GenPoints(int numPoints)
+Mesh GenMeshPoints(int numPoints)
 {
     Mesh mesh = { 
         .triangleCount = 1,
         .vertexCount = numPoints,
-        .vertices = (float *)MemAlloc(numPoints * 3 * sizeof(float)),
-        .colors = (unsigned char*)MemAlloc(numPoints * 4 * sizeof(unsigned char)),
+        .vertices = (float *)MemAlloc(numPoints*3*sizeof(float)),
+        .colors = (unsigned char*)MemAlloc(numPoints*4*sizeof(unsigned char)),
     };
 
     // https://en.wikipedia.org/wiki/Spherical_coordinate_system
     for (int i = 0; i < numPoints; i++)
     {
-        float theta = PI * rand() / RAND_MAX;
-        float phi   = 2.0f * PI * rand() / RAND_MAX;
-        float r     = 10.0f * rand() / RAND_MAX;
-        mesh.vertices[i * 3 + 0] = r * sin(theta) * cos(phi);
-        mesh.vertices[i * 3 + 1] = r * sin(theta) * sin(phi);
-        mesh.vertices[i * 3 + 2] = r * cos(theta);
-        Color color = ColorFromHSV(r * 360.0f, 1.0f, 1.0f);
-        mesh.colors[i * 4 + 0] = color.r;
-        mesh.colors[i * 4 + 1] = color.g;
-        mesh.colors[i * 4 + 2] = color.b;
-        mesh.colors[i * 4 + 3] = color.a;
+        float theta = PI*rand()/RAND_MAX;
+        float phi = 2.0f*PI*rand()/RAND_MAX;
+        float r = 10.0f*rand()/RAND_MAX;
+        
+        mesh.vertices[i*3 + 0] = r*sin(theta)*cos(phi);
+        mesh.vertices[i*3 + 1] = r*sin(theta)*sin(phi);
+        mesh.vertices[i*3 + 2] = r*cos(theta);
+        
+        Color color = ColorFromHSV(r*360.0f, 1.0f, 1.0f);
+        
+        mesh.colors[i*4 + 0] = color.r;
+        mesh.colors[i*4 + 1] = color.g;
+        mesh.colors[i*4 + 2] = color.b;
+        mesh.colors[i*4 + 3] = color.a;
     }
 
     // Upload mesh data from CPU (RAM) to GPU (VRAM) memory
     UploadMesh(&mesh, false);
+    
     return mesh;
 }